exp.conf 4.3 KB

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  1. //--------------------------------------------------------------
  2. // rAthena Battle Configuration File
  3. // Originally Translated by Peter Kieser <pfak@telus.net>
  4. // Made in to plainer English by Ancyker
  5. //--------------------------------------------------------------
  6. // Note 1: Value is a config switch (on/off, yes/no or 1/0)
  7. // Note 2: Value is in percents (100 means 100%)
  8. // Note 3: The max level of classes is stored in the exp table.
  9. // See files db/exp.txt and db/exp2.txt to change them.
  10. //--------------------------------------------------------------
  11. // Rate at which exp. is given. (Note 2)
  12. base_exp_rate: 100
  13. // Rate at which job exp. is given. (Note 2)
  14. job_exp_rate: 100
  15. // Turn this on to allow a player to level up more than once from a kill. (Note 1)
  16. multi_level_up: no
  17. // Allow multi level up until a certain level?
  18. // This only triggers if multi_level_up is enabled.
  19. // Default: 0 (Unlimited)
  20. multi_level_up_base: 0
  21. multi_level_up_job: 0
  22. // Setting this can cap the max experience one can get per kill specified as a
  23. // % of the current exp bar. (Every 10 = 1.0%)
  24. // For example, set it to 500 and no matter how much exp the mob gives,
  25. // it can never give you above half of your current exp bar.
  26. max_exp_gain_rate: 0
  27. // Method of calculating earned experience when defeating a monster:
  28. // 0 = uses damage given / total damage as damage ratio
  29. // 1 = uses damage given / max_hp as damage ratio
  30. // 2 = 0 + first attacker counts twice
  31. exp_calc_type: 0
  32. // Experience increase per attacker. That is, every additional attacker to the
  33. // monster makes it give this much more experience
  34. // (eg: 5 people attack with 25 here, +(25*4)% -> +100% exp)
  35. exp_bonus_attacker: 25
  36. // Max number of attackers at which exp bonus is capped
  37. // (eg: if set at 5, the max bonus is 4*bonus-per-char regardless of attackers)
  38. exp_bonus_max_attacker: 12
  39. // MVP bonus exp rate. (Note 2)
  40. mvp_exp_rate: 100
  41. // Rate of base/job exp given by NPCs. (Note 2)
  42. quest_exp_rate: 100
  43. // The rate of job exp. from using Heal skill (100 is the same as the heal amount, 200 is double.
  44. // The balance of the exp. rate is best used with 5 to 10)
  45. heal_exp: 0
  46. // The rate of exp. that is gained by the process of resurrection, a unit is 0.01%.
  47. // Experience calculations for the experience value * level difference of the person revived / 100 * resurrection_exp/10000 which the revived player has can be got.
  48. resurrection_exp: 0
  49. // The rate of job exp. when using discount and overcharge on an NPC
  50. // (in 0.01% increments - 100 is 1%, 10000 is normal, 20000 is double.)
  51. // The way it is calculated is (money received * skill lv) * shop_exp / 10000.
  52. shop_exp: 0
  53. // PVP exp. Do players get exp in PvP maps
  54. // (Note: NOT exp from players, but from normal leveling)
  55. pvp_exp: yes
  56. // When a player dies, how should we penalize them?
  57. // 0 = No penalty.
  58. // 1 = Lose % of current level when killed.
  59. // 2 = Lose % of total experience when killed.
  60. death_penalty_type: 1
  61. // Base exp. penalty rate (Each 100 is 1% of their exp)
  62. death_penalty_base: 100
  63. // Job exp. penalty rate (Each 100 is 1% of their exp)
  64. death_penalty_job: 100
  65. // When a player dies (to another player), how much zeny should we penalize them with?
  66. // NOTE: It is a percentage of their zeny, so 100 = 1%
  67. zeny_penalty: 0
  68. // Will players on max base/job level lose the EXP on death?
  69. // 0: Never lose (default as in official).
  70. // 1: Lose Base EXP.
  71. // 2: Lose Job EXP.
  72. death_penalty_maxlv: 0
  73. // Will display experience gained from killing a monster. (Note 1)
  74. disp_experience: no
  75. // Will display zeny earned (from mobs, trades, etc) (Note 1)
  76. disp_zeny: no
  77. // Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1)
  78. // If no, an equation will be used which preserves statpoints earned/lost
  79. // through external means (ie: stat point buyers/sellers)
  80. use_statpoint_table: yes
  81. // Use the contents of db/statpoint.yml when doing a stats reset and leveling up? (Note 1)
  82. // If no, an equation will be used which preserves trait points earned/lost
  83. // through external means (ie: trait point buyers/sellers)
  84. use_traitpoint_table: yes
  85. // EXP cost for cast PR_REDEMPTIO (Note 2)
  86. exp_cost_redemptio: 1
  87. // How many player needed to makes PR_REDEMPTIO's EXP penalty become 0?
  88. // If by default, the 'exp_cost_redemptio' is 1 (1%) and every single player revived the penalty is reduced to 0.2%,
  89. // it means 'exp_cost_redemptio_limit' is 5.
  90. exp_cost_redemptio_limit: 5